Alpha 12 is a huge update, with new story episodes, new massive combat zones, new parallax effects, and a ton of bug fixes, balance changes and small updates. We hope you love it!
[b] NEW FREE DEMO [/b]
We now have a brand new playable demo which you can find on our Steam Store page. If you haven't tried the game yet, please give it a go!
https://www.youtube.com/watch?v=R85MUBMoO5s
[b]NEW STORY EPISODES[/b]
Work continues on a series of hand-crafted story episodes, designed to pull new players into the game and provide some excellent adventures for existing players.
- The trouble with Tiddlets, Part 2
- The trouble with Tiddlets, Part 3 Professor Toppingbury continues his experiments on the newly discovered and adorable lifeform.
- Deep Space Industrialists, Part 1
- Deep Space Industrialists, Part 2 This is the return of the Stargate Project, now driven by its own story episodes. Along with this new story episode, several Stargate changes have occurred: [list]
- Stargate phases heavily rebalanced
- Existing progress in the Stargate Project has been reset
- The episode will ensure there is a 'safe' nebula and asteroid belt - i.e., free from Hostiles and Meteors
- The Stargate project is now unlocked by completing part 1.
- Survival mode is now unlocked after completing Stargate Phase 2
- NB Stargate phases 4 onward are likely to be changed and reset in future alphas.
- You can now switch the ship editor into ERASE mode, allowing you to easily remove habitation, armor, scaffold, and hull.
- When you erase the hull, the editor will now rebuild the walls around the erased area so that your ship is never open to space.
- Editing the Habitation deck now shows the correct exterior preview of your work (rather than showing the interior of the Habitation deck).
- Other ships are now silent when in the ship editor. No more being disturbed by a massive behemoth of a ship slowly flying past at full engine burn.
- Placing docking ports (in game mode) and spawning equipment (in creative mode) now obeys the rules of equipment placement and will show a red placement box when the position is invalid.
- Placing a docking port in the editor now shows a preview of the docking port sprite.
- Added sounds to the editor (mouse moving on the grid, selection, cancel).
- There is now a subtle depth/parallax effect on all objects floating in space.
- Ships are in the middle depth. Asteroids and derelict ships sit under, while minerals/containers/loot, etc., sit above.
- Drones sit slightly above ships in the middle depth.
- This effect can be toggled on and off from the Options menu.
- Improved the parallax effect on background planets (they move in the right direction now, lol).
- Added slight parallax effect to the Stargate.
- [b]SHIP COMBAT RATING[/b] [list]
- Ships are now assessed by a new 'Combat Rating,' rather than their Trade Value, when spawning enemy ships or fleets of combat vessels.
- The Combat Rating of a vessel is almost entirely down to the number and type of weapon systems installed.
- Armor affects the combat rating as a multiplier, based on the percentage of armor coverage. 100% armor coverage will double a combat rating.
- Hostile ships will show their combat rating under their name in Tactical mode. (Written as 'CLASS 3').
- You will now be awarded points based on the combat rating of the ships destroyed, rather than their trade value.
- The player is free to visit a HOSTILE zone at any time if they wish and will come under immediate attack.
- Destroying all enemy ships will grant an award of combat points at the end of battle.
- The zone will no longer clear its HOSTILE status. It will remain permanently hostile.
- After a short break, new hostile ships will warp into the hostile zone.
- You will receive an alert when hostile forces are about a minute away from arrival.
- Hostile forces will arrive together via an FTL jump, in formation.
- Civilian/neutral ships will no longer jump into a hostile zone.
- New hostile ships will have their difficulty scaled based on two factors: [list=1]
- The combined Combat Rating of all the player ships in the system.
- The player's Rank in Combat. This rank slowly increases as you are victorious in more and more battles.
- AI-driven ships now constantly assess their weapon systems, taking into account damage, ammo shortages, etc., and pick a flight plan accordingly.
- Hostile ships will always try to bring the most firepower to bear on their target, turning the ship as required, and picking a range that is most effective.
- (E.g., strafing runs if their best weapons face forward, or presenting the most dangerous side of the ship to the target, and picking the ideal range to circle the target).
- Hostile ships will sometimes switch targets to the most threatening and damaging of your ships as the battle progresses.
- You can now sack crew from the trade screen, under the "sell" tab
- Sacked crew will leave on the next available shuttle
- You don't receive any "sale price" for sacking crew
- The Orders popup has been rebuilt
- Most orders are now ship-specific, meaning different ships can set different orders
- 'Fleet Logistics' and 'Battle Stations' are system-wide orders affecting all your ships in the system.
- The sounds of other ships will now fall silent in a few select places: [list]
- The ship editor
- The sector map
- Schematic mode
- [b]Issue #204:[/b] Game doesn't launch when Steam is offline
- [b]Issue #244:[/b] Fusion Reactor consumes fuel when off
- [b]Issue #278:[/b] FTL not found, even though I have an FTL
- [b]Issue #318:[/b] Drones flying off on big detours before delivering cargo.
- [b]Issue #326:[/b] If trying to install an object and then turning your view into Schematic mode, you will need to re-select the object
- [b]Issue #328:[/b] With the "Stargate" System now being renamed to NG0, there are inconsistencies in the contracts menu
- [b]Issue #329:[/b] Tutorial - Opening scene
- [b]Issue #331:[/b] NPC ships still dying off
- Fix saving and loading whilst in the opening shuttle flight cutscene turns the UI back on
- Fix A Wolf In Sheep's Clothing Part 1 Objective 'Recover the Flight Recorder from Scavenger Vessel' by adding the missing location link
- Fix typo in Mining Tutorial: Travel to [an] asteroid belt with Tilium deposits.
- Fix typo in play mode: 'BOLDY GO' -> 'BOLDLY GO'
- Fix performance issues with tactical mode affecting AMD GPUs
- Fix full containers displaying the incorrect quantity in the hover tooltip
- Fix game not recognising caps lock
- Stop keyboard input being detected during the new game intro cutscene
- Fix keyboard input falling through to the game world when the map is open
- Fix being able to interact with the toolbar when you cannot see it because you have no layer selected
- Fix Black Hole Sun 1 Hyperspace Isotope count being incorrect
- Fix reward points earned for gameplay (e.g., logistics, combat, logistics...) being lost on save/load
- Fix awards given from missions being lost if you save/load before you have finished receiving them
- Fix "Upload To Steam" being available if we don't have a friendly ship selected
- Fix industry score increasing from industry performed on unfriendly ships
- Fix Exterior Jobs being attempted even if there are no available spacesuits
- Fix spurious No Storage warnings after unloading an item
- The bong sound from a Flight Recorder will no longer be audible if you are not focused on that system
- Introduction Tutorial: If you install the reactor before the tutorial instructs you to, the tutorial will recognise this and catch up
- Stargate Window: Show correct recipe for Stable Isotopes
- Fixed abandoned drones from enemy ships showing up as green in tactical view if the enemy ship was gone
- Mouse and Keyboard can now be used when the HUD is hidden
- [b]JOHNNY STRUGGLES:[/b] Acadia, Aberration of Light, Hesperia, Apophis
- [b]RADKNITHAT:[/b] RnD Casus
